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Optimise processing to ignore media items that require no new artwork #81

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MilhouseVH
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Quick fix to ignore media items if they already have all the required artwork items. Implemented for bulk updates of movies and musicvideos.

@MartijnKaijser
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thx but this breaks usage for people who switch from non-local to local as that part will never be reached now.
it only looks if it's in the db not where it's located.
also i don't lie the fact that you integrated the check in the database retrieval. get data and checking data are separate funct

i will just rewrite it all during the holidays (already started) as i've been planning to do that for a while and now have some time. just didn't want to push it untested

@stgraveyard
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Hello Martijn, Milhouse,

I will be following this development in full anticipation :-) Thank you for picking this up again Martijn!

I have written the following in the new thread created at the forum :


Martijn, Milhouse,

I know this is not the AD thread but since I got your attention, this is how I think AD should work and would be more understandable for users without the programming knowledge in XBMC :

  1. Online scraping : AD should check all the entries in the DB which DON'T have the selected artwork already available in cache and check for them online. Also, when using online scraping, the fetched artwork should be able to be stored locally.
  2. Offline scraping/local artwork : AD should NEVER check online, only on the local storage and add the found artwork to the cache and never write anything to the local storage.

This way of working should solve all issues, I think (please correct me if I'm wrong) and I think it would be the same way of working when doing an import in XBMC natively. I mean, when I have a fresh install of XBMC, xbmc only checks all my artwork locally and places it all nicely in the cash, without checking the net or adding anything to the local storage.

Thank you for picking this up again. AD seems to me the only tool available which gives the option to add the extra artwork to the library, and currently (and it has been since the release of XBMC 12 - never had problems in 11) it is so frustrating to use if you work with local artwork.

KR,
Grave


Again, no criticism, just trying to help a little and let you know what is not working (for me).

Thanks.

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@stgraveyard
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Hello Martijn, Milhouse,

I will be following this development in full anticipation :-) Thank you for picking this up again Martijn!

I have written the following in the new thread created at the forum :


Martijn, Milhouse,

I know this is not the AD thread but since I got your attention, this is how I think AD should work and would be more understandable for users without the programming knowledge in XBMC :

  1. Online scraping : AD should check all the entries in the DB which DON'T have the selected artwork already available in cache and check for them online. Also, when using online scraping, the fetched artwork should be able to be stored locally.
  2. Offline scraping/local artwork : AD should NEVER check online, only on the local storage and add the found artwork to the cache and never write anything to the local storage.

This way of working should solve all issues, I think (please correct me if I'm wrong) and I think it would be the same way of working when doing an import in XBMC natively. I mean, when I have a fresh install of XBMC, xbmc only checks all my artwork locally and places it all nicely in the cash, without checking the net or adding anything to the local storage.

Thank you for picking this up again. AD seems to me the only tool available which gives the option to add the extra artwork to the library, and currently (and it has been since the release of XBMC 12 - never had problems in 11) it is so frustrating to use if you work with local artwork.

KR,
Grave


Again, no criticism, just trying to help a little and let you know what is not working (for me).

Thanks.

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3 participants